Some better code organization for xy movement and camera reset key

master
Wynd 2024-11-06 00:49:30 +02:00
parent c2f7effc71
commit ceeeb6e268
5 changed files with 75 additions and 35 deletions

View File

@ -4,7 +4,7 @@ use ashpd::desktop::screenshot::Screenshot;
use pollster::FutureExt; use pollster::FutureExt;
use winit::{ use winit::{
application::ApplicationHandler, application::ApplicationHandler,
event::{MouseScrollDelta, WindowEvent}, event::WindowEvent,
keyboard::{Key, NamedKey}, keyboard::{Key, NamedKey},
window::{Fullscreen, Window}, window::{Fullscreen, Window},
}; };

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@ -1,3 +1,4 @@
use cgmath::Point3;
use wgpu::util::DeviceExt; use wgpu::util::DeviceExt;
#[rustfmt::skip] #[rustfmt::skip]
@ -8,6 +9,8 @@ pub const OPENGL_TO_WGPU_MATRIX: cgmath::Matrix4<f32> = cgmath::Matrix4::new(
0.0, 0.0, 0.0, 1.0, 0.0, 0.0, 0.0, 1.0,
); );
pub const DEFAULT_CAMERA_ZOOM: f32 = 1.7;
pub struct Camera { pub struct Camera {
pub eye: cgmath::Point3<f32>, pub eye: cgmath::Point3<f32>,
pub target: cgmath::Point3<f32>, pub target: cgmath::Point3<f32>,
@ -28,7 +31,7 @@ pub struct CameraInfo {
impl Camera { impl Camera {
pub fn new(config: &wgpu::SurfaceConfiguration, device: &wgpu::Device) -> (Self, CameraInfo) { pub fn new(config: &wgpu::SurfaceConfiguration, device: &wgpu::Device) -> (Self, CameraInfo) {
let camera = Self { let camera = Self {
eye: (0.0, 0.0, 1.7).into(), eye: (0.0, 0.0, DEFAULT_CAMERA_ZOOM).into(),
target: (0.0, 0.0, 0.0).into(), target: (0.0, 0.0, 0.0).into(),
up: cgmath::Vector3::unit_y(), up: cgmath::Vector3::unit_y(),
aspect: config.width as f32 / config.height as f32, aspect: config.width as f32 / config.height as f32,
@ -84,6 +87,20 @@ impl Camera {
let proj = cgmath::perspective(cgmath::Deg(self.fovy), 1.0, self.znear, self.zfar); let proj = cgmath::perspective(cgmath::Deg(self.fovy), 1.0, self.znear, self.zfar);
OPENGL_TO_WGPU_MATRIX * proj * view OPENGL_TO_WGPU_MATRIX * proj * view
} }
pub fn reset_camera(&mut self) {
self.eye = Point3 {
x: 0.0,
y: 0.0,
z: DEFAULT_CAMERA_ZOOM,
};
self.target = Point3 {
x: 0.0,
y: 0.0,
z: 0.0,
};
}
} }
#[repr(C)] #[repr(C)]

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@ -1,12 +1,7 @@
use std::sync::Arc; use cgmath::Point3;
use winit::event::{MouseButton, MouseScrollDelta, WindowEvent};
use winit::{ use crate::camera::{Camera, DEFAULT_CAMERA_ZOOM};
dpi::PhysicalSize,
event::{MouseButton, MouseScrollDelta, WindowEvent},
keyboard::{KeyCode, PhysicalKey},
};
use crate::camera::Camera;
const MAX_ZOOM_LEVEL: f32 = 15.0; const MAX_ZOOM_LEVEL: f32 = 15.0;
@ -45,32 +40,34 @@ impl CameraController {
false false
} }
WindowEvent::CursorMoved { position, .. } => { WindowEvent::CursorMoved { position, .. } => {
let mut x = 0.0;
let mut y = 0.0;
if !self.is_moving { if !self.is_moving {
self.cursor_start = (position.x as f32, position.y as f32); self.cursor_start = (position.x as f32, position.y as f32);
x = match position.x {
x if x < 100.0 => -0.0005,
x if x > window_size.0 - 100.0 => 0.0005,
_ => 0.0,
};
y = match position.y {
y if y < 100.0 => 0.0005,
y if y > window_size.1 - 100.0 => -0.0005,
_ => 0.0,
};
}
else {
x = -self.cursor_start.0 + position.x as f32;
x *= 0.000001;
y = self.cursor_start.1 - position.y as f32;
y *= 0.000001;
} }
self.movement = (x, y); self.movement = match self.is_moving {
true => {
let x = -self.cursor_start.0 + position.x as f32;
let x = x * 0.000001;
let y = self.cursor_start.1 - position.y as f32;
let y = y * 0.000001;
(x, y)
}
false => {
let x = match position.x {
x if x < 100.0 => -0.0005,
x if x > window_size.0 - 100.0 => 0.0005,
_ => 0.0,
};
let y = match position.y {
y if y < 100.0 => 0.0005,
y if y > window_size.1 - 100.0 => -0.0005,
_ => 0.0,
};
(x, y)
}
};
true true
} }
@ -110,4 +107,9 @@ impl CameraController {
self.forward = 0.0; self.forward = 0.0;
} }
pub fn reset_camera(&mut self, camera: &mut Camera) {
camera.reset_camera();
self.zoom_level = 1.0;
}
} }

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@ -36,5 +36,5 @@ var s_diffuse: sampler;
@fragment @fragment
fn fs_main(in: VertexOutput) -> @location(0) vec4<f32> { fn fs_main(in: VertexOutput) -> @location(0) vec4<f32> {
return textureSample(t_diffuse, s_diffuse, in.tex_coords);; return textureSample(t_diffuse, s_diffuse, in.tex_coords);
} }

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@ -2,7 +2,12 @@ use std::sync::Arc;
use pollster::FutureExt; use pollster::FutureExt;
use wgpu::util::DeviceExt; use wgpu::util::DeviceExt;
use winit::window::Window; use winit::{
event::{ElementState, WindowEvent},
keyboard::{Key, KeyCode, NamedKey},
platform::modifier_supplement::KeyEventExtModifierSupplement,
window::Window,
};
use crate::{ use crate::{
camera::{Camera, CameraInfo}, camera::{Camera, CameraInfo},
@ -205,7 +210,23 @@ impl<'a> State<'a> {
pub fn input(&mut self, event: &winit::event::WindowEvent) -> bool { pub fn input(&mut self, event: &winit::event::WindowEvent) -> bool {
self.camera_controller.process_events(self.wsize, event); self.camera_controller.process_events(self.wsize, event);
false match event {
WindowEvent::KeyboardInput {
event: key_event, ..
} => {
if key_event.state == ElementState::Pressed {
let key = &key_event.logical_key;
if let Key::Character(char) = key {
if char == "r" {
self.camera_controller.reset_camera(&mut self.camera);
}
}
return true;
}
false
}
_ => false,
}
} }
pub fn update(&mut self) { pub fn update(&mut self) {